aaaaand now heres my current issue, i cant seem to make the model load at all, it just loads a pink cylinder that does not match any of the meshes of the part, so i assume its some sort of safe-error mesh the game loads. You can see based on the nodes how big it should actually be.
#KaioSpace (Parts Mod)
1 messages · Page 1 of 1 (latest)
Actually now that i look closely... i just re-did ALL of the importing in unity and KSP2 and im noticing my old fairing nodes are still there even though I did not re-add them in unity...
Does the game keep stuff cached somewhere and its not refreshing the mod parts?
Whenever you make any changes to the prefab's components, you also need to re-export the JSON file
The game mostly reads the information from that
That would be my guess for why you're still seeing the nodes
i have, and i also made sure to delete all the files in the mod folder of the game
im actually really confused at this point LOL
might just re-do the whole unity project
and use my fairing as a test instead since its a simpler model
As for the model, anything suspicious in the logs?
where's the logs stored
C:\Users\username\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Player.log
that one contains all the combined logs
Are you using patch manager?
You need to turn on always invalidate cache
it is installed
ah, didn't even think of that
yeah that would do it
it only rebuilds the cache when a mod is installed or updated
but since you're just replacing the same version, it won't know to do it
ah
wheres that setting, first time im doing all this lool
Settings -> Mods -> Patch Manager
ok got it
ok good news the nodes updated, bad news model still unloaded, so let me check logs
first thing i notice while scrolling
wtf @gilded kayak
Did you do a json export and a patch export?
oh I didn't realize patch export was already in KSP2UT 
ah yeah, then that's the cause of that warning
they basically both do the same thing, the JSON and the patch file
so the part is being created twice
ok, i did see it being created further up the log
i see this which i assume is related to not having a icon image set in the parts list
yeah I think so
but also why %NAME%
That's a ... KSP2UT bug
combined with PMs swapping
I just found the bug
I fixed it in one place but not the other
You need localization for that
I'm going to force merge
@scenic zinc update KSP2UT as well
for icon and model to be fixed
gotcha
i couldnt find any other reference to the model by searching for its name in the logs
this(img 1) is a reference to this(img 2) right?
Older than 0.5.0
before we switched to the package format
oh yeah I should specify that
if you installed from Git URL, no need to delete anything
ok
you can just open Package Manager, click on KSP2UT and click Update
gotcha, it updated to 0.8.2
oh my god im going to cry
it loaded
ignore the scuffed texture, in desperate measures i just threw a random texture at it in case it missing was the issue
it only took these attempts 😂
🥳
it's a bit of a learning curve, but once you get your first part or two into the game, it becomes very routine and easy
yeah i think it is easier, i was originally upset the nodes are done manually in the module instead of just using the Empties i already had set up in blender (like ksp1 nodes work), but i think i do prefer this now, i just copy the coords of the empty to it
oh and by the way, for generating the icons, IsaQuest made this: #1131796879013855343 message
nice
yep its like rhat when you’re first starting out
spent many hours here asking for help lol
Oh btw while you're here, would you mind making a new thread for the icon generator in #1078701690762571866 please? So that people can more easily find it than in the archive
also thanks isa for putting up with my ranting in my discord
sure
no problem
done
thanks!
lmao
Lolll
i reverted to VAB and its back to purple lol
thats the bottom of the log
for the rotation, I would once again probably blame the way Unity imported it
and this looks right (considering you don't have an icon)
but it feels weird that it's trying to find it multiple times in a row
maybe its not happy with me removing the textures from the material
if i press launch it warns me "Still Loading"
so i guess its stuck trying to load it
huh
I remember seeing that a long time ago
but I honestly have no clue what it was
(I'm not exactly the parts expert here, I haven't even made any of my own, I'm just familiar with the process)
btw on the wiki it says the icon must have _icon in the end, but it seems it does not, it only loaded when i removed it
ok now I think I understand all your issues
it's the overrides
these are basically experimental overrides for when you want to make a part that uses some other existing part's model+textures and icon
were those prefilled with those values?
yes
@gilded kayak we really need to change that
otherwise no parts made with this version of KSP2UT will work correctly
do i empty those fields?
you can try to do that, yes
I'm not 100% sure how it will act if it's an empty string instead of null, but it might fix the issues
%NAME%_icon.png
But alright, I might just add a checkbox to include the overrides
yeah, because then the icon will work
but the prefab overrides are just completely broken
I would honestly just remove it altogether for now
until it's fixed in PM
but yeah, if you add a checkbox that's off by default, that works too
@wraith gale PR made
with the box empty it still loaded (and i didnt add _icon to the file again)
(also temp icon while i figure things out)
huh, that definitely shouldn't happen
wait
I think ... it loaded the first sprite
i forgot to re-save json 
ahh
Accept PR so we don't have to deal with this for now
alright it seems to be loading consistently now, i also corrected the materials and took it for a spin
So, new problem, i added the fairing, and i added a decoupler module to the top node, but no matter what direction i set it in the module, it always decouples in this direction
the decoupler is on the fairing side, since you can only have one decouple module on a part...
yeah that makes sense
the only thing that made a difference was enabling Automatic Dir, which then makes the fairing shoot up
ive tried 1 and -1 on every coord
that is I'm assuming making it just decouple in the direction of the node
oh
i even tried inverting the nodes but it still goes the same direction lol
wait
i may have found one thing
i have it set to horizontal
ill try vertical
i wonder if horizontal makes it try to shoot in the direction of the center of mass
I think that should only determine its icon in staging or something like that
but I can't say for sure
wouldnt that be this?
yeah you're right
looking into the code, seems like it's more so used to determine resource flow
ah
ohh I get it, it tries to automatically assign stage in the VAB
not actually performing staging automatically
ah yeah makes sense
by the way I'm looking into Data_Decouple and I'm not even seeing any fields with the direction
the "Explosive Dir" thing
and it's not in the JSONs of stock parts either
weird
heh
oh, it's not in the data object, it's directly on the module
I'm blind
it's obvious from the screenshot
but yeah ExplosiveDir should definitely be getting used if AutomaticDir is unset
I mean, at least you can edit it with the json ruleset I guess
but it's not great
wait no
Dont think so
duh
yeah I think this is definitely something they just forgot
it makes no sense for it to only be on the prefab
what does Omni Decoupler mean
it sounds like it might just be a double sided one?
yeah just checked
it's used for the double-sided stack decouplers
as far as I can tell, ExplosiveDir should be doing what you want it to
i just tested again and it made no difference
i wonder if its related to how the stock fairings are broken and only go upwards instead of actually separating sideways
should be the name of the transform where the decoupling happens
physically
no wait that doesn't sound right
it's not extremely clear
inline decouplers don't have it and radial ones do as far as I can tell
oh I think it might be for when you want your decoupler to split into two parts
and the anchor is probably the parent object of the part of the decoupler that should stay connected to the decoupled stuff
ah i see
I have no clue how changing the values of ExplosionDir doesn't affect the direction in the game
the code is clearly written that way
im gonna guess its the game itself thats broken at this point
the decoupler on stock fairings has been broken for a while
wouldnt surprise me if its the same code for the normal decouplers or something
I mean yeah
but they're completely separate systems
as far as I can tell, there's no connection between the two
hmm
you could try using UnityExplorer or Reflektor to play around with the values at runtime
for both the stock parts and yours
and see if it has any effect
these two mods basically let you edit the fields of any game object and its components
while running the game
ok
UnityExplorer is more robust but very slow, Reflektor is being developed specifically for KSP2 and is very new
oh no
so when you drag a part from the scene to the project window
does it matter which one i click on to edit values
if you edit the one in the scene, you have to apply overrides for changes to be saved to the prefab
to be fair we dealt with this issue many times before and still neither me nor Cheese realized

hahaha
decouplers all working as intended, time for sleep now...
Finally got a day off to work on the mod again, how do I do this? Couldnt find it on the wiki last time i checked
finally imported the upper stage, and imported the updated booster with the upper QD in the interstage
also added all the drag stuff spoken about in #🔴mod-dev
things missing atm other than textures is:
Engine Cluster, Upper and Lower Fins, RCS Pod
and ofc the SL and Vac standalone engines
bro why is it IMPOSSIBLE TO MOVE STAGES IN THE STAGING THING
nice!
who needs landing legs when you have nozzles
> me anytime I land Super Heavy in KSP
xddd
https://twitter.com/EritoKaio/status/1751032332998299777
(This mod uses the MIT License, I will include it inside the mod for future versions)
Ill make a more "official" release with ckan n stuff once I have at least this whole rocket finished.
Awesome! Just wanted to mention, you should specify the license of your mod next to any download link posted here (rule #7)
(You don't have any compiled source code, so that part doesn't apply)
oh yeah i forgot
MIT license is included inside the mod folder now.
- Adjusted some config values for most parts and textures.
- Adjusted collision models in an attempt to improve random behavior in some situations.
- Removed the mockup SuperHeavy booster, it was never intended to be in the release version of the mod.
- Changed the versioning number to something easier for people to track.
but like seriously, the second point was just an attempt, it still definitely does some weird shit with collisions that i dont understand
like when im flying slow near the ground sometimes it just does some weird shit where it flips rapidly and break itself apart
and on the landing pads at KSC when im near landing i get water splashes? as if my collision model was a few meters below the rocket?
like huh
if anyone can confirm this for me id appreciate it
1.01.4
- Fixed Jiren R Upper Stage colliders.
- Added a crossfeed toggle to the booster and upper stage, toggle them off to prevent the booster from consuming propellant from the second stage.
- Small material changes.
Known Issues:
Aero stability, weird collider behavior on the booster, unknown source.
Any further fixes will just go into 1.02 because I want to progress with other features while trying to figure this out.
- Future update note: I will NOT make a extended version of my Starship (Chronoa)
Just saying because potential extension section of the nose cone just came out of the factory at starbase and I needed to clear it out before anyone asks. I'm NOT making my ship look stupid.
Oooo
I will modify the booster to bring it a little closer to V2, but im likely keeping V1 hotstage ring since i already integrated it into my booster, ill likely chnage the chines, the QD and some other minor things, I am also keeping the engine covers because if I dont... then the exposed engine powerheads will very much increase the poly count of the whole thing.
I will also not fully replicate the ship, I'm going to take creative liberties to make it my own design
that's fair, I mean, the renders we got seemed to be more so just rough concept
